Gamification for consumer loyalty: An exploration of unobserved heterogeneity in gamified esports social live streaming

IF 7.6 2区 管理学 Q1 INFORMATION SCIENCE & LIBRARY SCIENCE
Tyreal Yizhou Qian , Bo Yu , Robbie Matz , Lei Luo , Chenglong Xu
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引用次数: 0

Abstract

Esports has been boosted by the proliferation of gamified social live streaming (SLS) platforms over the past few years. While previous research has recognized the complexity of gamification, limited scholarship has examined gamification effectiveness in terms of consumer loyalty in esports. Through the lens of technology acceptance model (TAM), the current study surveyed esports consumers of two SLS platforms (n = 583) to explore the relationships between gamification dimensions, TAM determinants, and SLS platform loyalty. We examined the structural model on both aggregate and segment-specific levels and revealed the existence of unobserved heterogeneity in the model’s paths and observations. The findings provided unique insights into gamification effectiveness and esports consumer heterogeneity. Theoretical and managerial implications were discussed accordingly.

游戏化对消费者忠诚度的影响:探索游戏化电子竞技社交直播中未被观察到的异质性
过去几年,游戏化社交直播(SLS)平台的激增推动了电子竞技的发展。虽然之前的研究已经认识到游戏化的复杂性,但有限的学术研究从电子竞技消费者忠诚度的角度考察了游戏化的有效性。通过技术接受模型(TAM)的视角,本研究调查了两个SLS平台(n=583)的电子竞技消费者,以探索游戏化维度、TAM决定因素和SLS平台忠诚度之间的关系。我们在总体和细分市场两个层面上检查了结构模型,并揭示了模型路径和观测中存在未观察到的异质性。这些发现为游戏化的有效性和电子竞技消费者的异质性提供了独特的见解。据此讨论了理论和管理方面的影响。
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来源期刊
Telematics and Informatics
Telematics and Informatics INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
17.00
自引率
4.70%
发文量
104
审稿时长
24 days
期刊介绍: Telematics and Informatics is an interdisciplinary journal that publishes cutting-edge theoretical and methodological research exploring the social, economic, geographic, political, and cultural impacts of digital technologies. It covers various application areas, such as smart cities, sensors, information fusion, digital society, IoT, cyber-physical technologies, privacy, knowledge management, distributed work, emergency response, mobile communications, health informatics, social media's psychosocial effects, ICT for sustainable development, blockchain, e-commerce, and e-government.
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